Spec analysis: XBox720 vs PS4
eurogamer.net
eurogamer.net
It seems more likely that they are trying to push xbox towards being a media hub, and to get people used to always consuming media through their xbox.
The biggest problem with consoles right now is what I call TTP (time to play) which is the time between switching the device on and playing a game. For the old consoles e.g. SNES it was seconds. For today's consoles it is in the minutes. The iPad is back in the seconds.
As people get busier the ability to bust out a quick 5 minutes of game play is going to be so important.
Sony had quite a bit more powerful hardware in the last generation, but when I had the opportunity to compare games side by side I didn't notice a difference large enough to prefer one console over the other. Most likely the extra headache for developers and the higher cost of developing their own hardware (in partnership with IBM last time) is leading Sony in a different direction this time around.
Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec
Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec
PS3 - 16.0 Billion Pixels/sec
The only reason people think (to some extent correctly) that the PS3 is more powerful than Xbox360 is due to the PS3's cell processors. If you sum up the PS3's total FLOPS, the cell processors do give it a total advantage in FLOPS. But this is very misleading - obviously FLOPS are only useful if the architecture enables you to use them towards what you need.Almost nobody used "cell processors" to potential initially, and for very good reason [2]. The bottom line is they were incredibly difficult to program for in any useful way to graphics. But more than that, they are limited in very specific ways [3]. They won't increase triangle throughput, and they don't directly increase pixel throughput.
In some extremely rare cases, some game engines found a way to use them for graphics (like Battlefield 3's Frostbite 2 engine towards the deferred lighting passes). But by the time engineers found a way to leverage this extremely complex architecture, it was already too late. If you actually look at most Xbox360 vs PS3 games side by side, the Xbox360 often looks much better.
In this case though (the next gen Xbox and Playstation) the situation is reversed: Sony's GPU is actually legitimately faster, and by a large margin. Not only that, but having a full 4GB of fast ram is a HUGE advantage to Sony. High performance 3D rendering is inherently a bandwidth hog, because everything on the screen must be pushed through the pipes every single frame. Having a fast 32MB cache doesn't really help you if you want to consistently and smoothly render more than 32MB of content on the screen. And moreover, just as the last generation PS3 had an overly complex architecture making it difficult to reach its full potential, it seems Xbox and Playstation are swapping roles here as well with this generation.
[1] http://forums.gametrailers.com/viewtopic.php?f=23&t=7947...
[2] http://www.videogamer.com/ps3/saints_row_2/news/two_or_three...
[3] http://stackoverflow.com/questions/1355827/what-does-program...
The GPU in the PS3 isn't as powerful as the Xbox 360's GPU, but there are a number of great libraries available that permit augmentation of the GPU with the SPUs.
From experience, architectures that are designed first for the PS3 run very well on the Xbox 360, but architectures that are designed for the Xbox 360 (or, worse, PC) will not perform well on the PS3, which punishes you for pointer chasing. The tile-based lighting in BF3 that you mention is interesting because the Xbox 360 CPU did not have enough horsepower to crunch the lighting data so they had to leverage the GPU to augment it. This was challenging because the Xbox 360 GPU was a DX9.0c+ era part and wasn't intended for GPGPU computation. Colin Barre-Brisebois spoke at SIGGRAPH about how this was done: http://publications.dice.se/attachments/BF3_NFS_WhiteBarreBr...
I really like developing for the PS3. It's challenging to code for initially but the rewards are definitely there if you try.
Seeing that you edited with a citation from a Volition AP. I guess if you trust sources like this - there is no argument possible.
>In some extremely rare cases, some game engines found a way to use them for graphics (like Battlefield 3's Frostbite 2 engine towards the deferred lighting passes). But by the time engineers found a way to leverage this extremely complex architecture, it was already too late.
You mean like 2007 Uncharted?
The PS3's internal architecture was poorly balanced. This really hasn't been a secret for a long time, for anyone who can take off the hype goggles. It sounds like the PS4 will not have this problem. It will be interesting to see if Microsoft makes the same mistake; it really won't be a console-gaming win to stick 8GB of slower RAM in the box, then suck away 2 or 3 GB for other purposes. (Probably still won't be as poorly balanced as the PS3 though.)
But look at something like Halo4. It's had all of Microsoft's drive behind it. Pretty, yes. Significantly better than anything the PS3 could do? Not really, no.
And I agree, PS3 was not a nice architecture compared to 360. PS2 was not nice compared to xbox 1 too. However this just not justify idiotic claims like "nobody used SPU" etc.
tl;dr PS3 is not the most developer-friendly platform, you can say...
But it has its own potential. Check Naughty Dog's Uncharted. Difference between U1 and U3 is huge. Same technology and 10 years of development - good engine leveraging potential of underlying complex hardware takes a lot of time.
Even this being a console, it's still useful to be able to change the internal ISA in a future revision, without breaking compatibility.
And that is why it was so hard to program--things that the hardware used to do for you, you now had to do in software (manual DMA, caching, coherency). If you were smart, you could do it better than the hardware implementations (special purpose vs. general purpose), or at least as well. In this respect it was like a GPU--but people are more familiar with how GPUs work, and they dominate their restrictive niche quite well already. There was no niche to fill between hard-to-program, special-purpose, graphics-specialized GPUs and easy to program, general-purpose, transistor-wasting traditional CPUs outside of, say, physics engines (and supercomputers). The Cell was neither special purpose nor general purpose.
Sony bet that super-smart game developers would create great things out of hard-to-program machines like they always had in the past (e.g. the PS1 and PS2)--after all, the machine had a ten year lifecycle, so developers would eventually have the skillz. However, the return wasn't worth it, for the most part--gamers care about graphics, and that wasn't where the Cell could add a lot of value due to the unbalanced architecture of the PS3 and the amazing rate of progress made by GPUs. So the Cell was used for tasks that a general purpose CPU could do better (if less efficiently), but it was still harder to program than a GPCPU, and it was overkill for CPU tasks (i.e. the game engine) which don't require a lot of horsepower in a game, and don't expose much parallelism.
However, Intel is targeting the Xeon Phi at areas the Cell was good at (lots of parallelism, lots of unpredictable branching--mainly supercomputing), albeit with hardware which is slightly easier to program. I think Sony hit it slightly off the mark, trading a bit too much complexity in software for savings in hardware. There is definitely a sweet spot. They would have been better off with a more powerful CPU and fewer SPEs, or SPEs which were slower but had a real cache.
I'd imagine that combining that, plus that the market for powerful number-crunching processors is slightly narrower now that IBM has taken itself out of the consumer processor game, would mean that they would not have many vendors to choose from for the CPU/GPU. ARM processors are coming along but I think they are still a ways out from the speculated performance of what is going into the next generation of consoles.
As a PC gamer, I'm glad both consoles are going with x86 and AMD. I'd assume (please correct me) this will mean more console ports of higher quality for the PC given the shared architecture.
Secondly, I presume these massive contracts will keep AMD's CPU division in business for a while. Its been a long time since AMD had CPUs on par with Intel's performance but at least they'll remain in the desktop market space.
I think Nvidia won the design for Valve's own Steambox, though. Not sure what CPU they're using there. Maybe Intel? I have a feeling Valve won't care as much about the price, considering you get much cheaper games on Steam than on PS and Xbox, and he'd rather go for higher performance and launch it at a later date, too.
Language doesn't matter so much as the API - you can write against DirectX for both the Xbox 360 and the PC, making appropriate changes. "Porting" to/from the [for example] PS3 is a much bigger ordeal.
But the design will allow for small, sleek and quiet boxes.
It's clear that the competition they are really targeting here, from a hardware perspective, is tablets, appleTV's and anything ARM-based. Those AMD cores will still wipe te floor with any current ARM designs, esp when coupled with an AMD GPU unit. The designers of both platforms have apparently decided that PC gaming isn't worth competing with, it's device-based gaming (and google and apple's game/app stores) that they are targeting with this form factor.
Meanwhile the gap between what a PC can render and what a console can render is only going to get a lot wider this generation.
Or maybe we all just need nVidia's grid solution to come to reality and disrupt the whole model. (e.g. end the hardware race by just putting huge racks of GPUs and CPUs near the edge of the cloud and run your games as VMs on any handy screen or device)
That's the only spec I care about.
Title sales for the Wii: http://www.vgchartz.com/platform/2/wii/ Title sales for the Xbox 360: http://www.vgchartz.com/platform/7/xbox-360/ Console sales for the Wii: http://en.wikipedia.org/wiki/Wii#Sales Console sales for the Xbox 360: http://en.wikipedia.org/wiki/Xbox_360#Reception_and_sales
If it were a "real" next-gen console with specs similar to those of the upcoming Xbox and Playstation, instead of just essentially being a last-gen console with a fancy controller, a ton of people would care.
Of course it depends on a fictional and amazing future network, but considering all relevant information I think that it will most likely be the winning edge for the PS4 in the next decade.
Sony is going to fucking print money when they have a subscription for a streaming gaming service.
Bandwidth of storage is abysmal by comparison.
http://forum.beyond3d.com/showthread.php?t=62108
>Usable memory amount is very much tied to available memory bandwidth. More bandwidth allows the games to access more memory. So it's kind of counterintuitive to swap faster smaller memory to a slower larger one. More available memory means that I want to access more memory, but in reality the slower bandwidth allows me to access less. So the percentage of accessible memory drops radically.
In this case, if the 360 is really at 60 GB/s and the PS3 200+, that's a much larger disparity than the current generation.
The only console that had some kind of OpenGL support was the PS3 with OpenGL ES 2.0 but using CG instead of OpenGL ES Shading Language. Which most developers did not use anyway, prefering libCGM.
The others just have an OpenGL like API in terms of how they work, but that is all.
Most game studios don't care anyway, because what is important is to make a game, regardless how.
FireEngine if memory does not fail me.